Console Commands and Keybinding HelpSpecial thanks to -}MoS{-Evndude, for being the original creator of the Commands and Keybinding thread and to Skyracer for taking over where -}MoS{-Evndude left off to keep it updated.

Last Updated: 6 SEPTEMBER 2007

Most Recent Update: Information for 2.8.2 added.

If you notice any errors, missing information, or any other issues, please send a private message to Skyracer or another forum moderator.

All commands must be typed in exactly as shown. One typo, and it will not work.<X> and <#> are variables. All commands must be entered through the console. To open the console, press the tilde key (~).

Note: To find a specific section, copy the search code, press Ctrl + F, paste in the search code, and click Find Next. Example: You are looking for topic #12 Admin Commands. Press Ctrl+F and search for "[b3]". It will take you directly to the topic.

1. Useful Commands[a1]

AGPHUD < 0 | 1 > - Hides/shows the HUD
Exit - Exits to desktop
Quit - Exits to desktop
Relaunch - Exits to desktop
Flush - Flushes all caches and relights (This does not fix server lag. This is only for your local system.)
SetRES WxHxD - Sets the resolution and color depth. Ex: SetRes 800x600x32
NetSpeed xxxx - Sets netspeed to different setting
LANSpeed xxxx - Sets LANSpeed to different setting. Default is 20000, you should not change this.
Open xx.xx.xx.xx - Join a server via IP
Open xx.xx.xx.xx?Password=xxxxx - Join a password protected sever via IP, where xxxxx is the password.
PlayerList - Will display all players in a server, as well as their player slot. This is useful to start a votekick on someone with weird characters in their name.
ReasonList - Provides the 5 reasons for a votekick.

These are the 5 reasons to initiate a Votekick:
1 Player is idle
2 Player is intentionally violating ROE
3 Player has used foul language
4 Player is spamming chat
5 Player is camping

VoteKick < Name | # > < reason # > - Starts a votekick on the specified player. You can either put in their exact player name or their player number. Ex: VoteKick Player 1 would start a votekick against "Player" for being idle.
Reconnect - Reconnect to the server.
Disconnect - Disconnect from the server.
ToggleFullScreen - Toggle windowed/full-screen mode
Suicide - Kills yourself.
Shake <#> - Makes the screen shake for the number of seconds specified, where <#> is the number of seconds.
SwitchTeam - Select to join the opposite team without having to bring down the F3 menu.
SetSensitivity <#> - Sets mouse sensitivity to <#>
SetSmoothingStrength <#> - Sets mouse smoothing strength to this number
SetSmoothingMode < 0 | 1 > - Turns on or off the two smoothing variables. Not related to 'Reduce Mouse Lag'
Keybinding <key> - Shows the keybind for that particular key.
Stat FPS - Displays the frames per second
Stat Net - Displays connection information
SetConsoleWidth <#> - Set to 99 for longer messages in the console

i. TrackIR[a1a]

Note: This feature is not yet supported or completed and is included for evaluation purposes only.

These only work in servers that have cheats enabled or while offline. These servers will show (Cheats) in the top right corner next to version number.Command:MPCheat Class <X> or MPCheat ChangeClass <X> or MPCheat SilentClass <X> (does not transmit to other players) where <X> is one of the following classes:

BRM_RangeCamp_MackallEntryEagle_TowerEandEJavelinTrainingJump_TowerLeavenworth (Note: There are lots of Easter Eggs in the other cells)
Live_JumpM24_RangeM82_RangeMedic_Training1Medic_Training2Medic_Training3Medic_FieldRecruiting_StationRifle_RangeShootHouseTactical_TrainingVehicle_Training_DriverVehicle_Training_GunnerWeapons_Fam

User Created Maps:

In order to play user created maps, first you must place the .aao map file in your Maps folder. By default, it is located at: C:\Program Files\America's Army\Maps
Once the .aao map file is in the maps folder, write down the exact file name. This is what you will use as the <mapname> as shown above. If the file name is CustomMap1.aao, I would use the command Open CustomMap1.aao

6. Summon Characters[a6]

Note: You can only summon characters on multiplayer maps in single player mode. You can not spawn them in training maps.

SummonNPCSoldier - Summons a frozen soldier in front of you.
KillPawns - Removes all dead and living soldiers.

Controlling Summoned Characters:
After summoning one (or more) characters, type Avatar AGP_Characters.NPC_Soldier. Once you hit enter you will go to the other body. You can see your other body standing there. Use FreeCamera < 1 | 0 > and BehindView < 1 | 0 > to see a good view of your body. If you have more then one pawn use Avatar AGP_Characters.NPC_Soldier again and it will switch you between them. To get back to your original body use the Avatar AGP_Characters.AGP_character (as long as he isn't dead).

7. Binding Keys[a7]

i. Binding Keys with User.ini[a7a]Note: The following topic requires editing of the User.ini file. The default location for this file is: C:\Program Files\America's Army\System\User.ini.

Important: First copy and paste the User.ini file to your desktop or another location to have a back up in case you make any changes you don't want. You can set the commands for each key to almost anything you want, but some commands cannot be used together (Ex: Fire and any other command).

The key you are binding is shown first. The command is written after the equals sign. Here are a few examples:
7=SummonNPCSoldierWhen 7 is pressed, an NPCSoldier will spawn.
2=Grenade Frag | TeamSay Throwing A Grenade! Take Cover!When 2 is pressed, you will take out a frag grenade, and say to your team "Throwing A Grenade! Take Cover!"

ii. Binding Keys In-Game[a7b]

Hit ~ to bring down console.
bind <key><command>

Example:
bind XSay Good Job

Your X key is now bound (in the User.ini file) to Say Good Job. You can, of course, rebind it to something else at any time. It will replace the old bind you had there if any.

iii. Binding Many Keys With a Text File[a7c]

Eventually, you may find that you have more bindings then keys, especially if you make map-specific binds. In order to get around this problem, you can load binds with a text file. In your user.ini file you would have:

<key>=exec FILENAME.txt

Within FILENAME.txt would look like the following:

bind <key><command>
bind <key><command>
bind <key><command>

User.ini Example:

W=
X=exec FILENAME.txtY=

Within FILENAME.txt would look like the following:

bind YSay Hello world
bind ZSay Hi there

When you load the game, hitting Y will do nothing. But if you hit your X key, it will bind Y to say Hello World. Using multiple .txt files, you can swap large numbers of binds in and out of your User.ini file.

Note: You can modify your User.ini file directly to create individual binds, without the file swapping method described above. Open it up in a text editor, such as Notepad, find the keys you want to change, modify them how you want. Then save the file and open America's Army.

Note: When importing binds from a text file the "|", which allows you to put multiple commands on a single bind, does not work properly. Many people avoid this limitation by taking advantage of aliases. Make sure you do not use an .ini file for the text files, as they will not work. It has to be a .txt file.

8. Binding Commo Messages & Actions[a8]

i. Proper Format[a8a]

<key>=Commo<list> | CommoSendMessage <X> where <list> is radio, shout, whisper, squad, or hand and <X> is 1 through 32
Note: The | character is used to separate commands. This makes it possible for one key to execute multiple commands at the same time.

Example:K=CommoHand | CommoSendMessage 6

Now for your own:<key>=CommoHand | CommoSendMessage 1Problem with the above bind is that it leaves the commo mode in CommoHand.

Fix:<key>=CommoHand | CommoSendMessage 1 | CommoRadioWith this there is a problem as well. Now it leaves the Radio menu open and you have to hit a key to close it.

Note: The following topics require editing of the WeaponMods.ini file. The default location for this file is: C:\Program Files\America's Army\System\WeaponMods.ini.

i. M4A1 Weapon Mods[b1a]
First you need to go to the Record Brief tab on the America's Army main menu. Then click the M4A1 Mods tab at the top. You can have up to 5 sets of mods. Only the available mods are shown. If you feel like editing the WeaponMods.ini file, you can use the information below. Make sure there are no extra spaces at the ends of the lines after pasting the text. There may be one extra space on each line at the end after pasting that you need to delete.

It works like Slot_<SLOT>_(<INDEX>)=<MOD> where <SLOT> is the mod slot, <INDEX> is the index of the set of mods and <MOD> is one of the listed mods. Mods only work on some slots, like the M203 and the Harris Bipod work on slot 4 and no others. To change from one index of the gun to another use SetIndex <X> where <X> is an index to use that set of mods, then use MPCheat Class M4M to get the modified M4 with the new index settings put on it.

There will be info in between the IndexName(#)=SetName for the mods on each set. Some will be bunched together if there are more than one set with the same mods. You just need to rename the parts where it says Set #. You can put this in your WeaponMods.ini file.

This will change the names of the selections on the Weapon Mods menu in game to Basic, Sniper, Grenades, Flares and All Rounder, or you can change them to whatever you want.

iii. AK74-SU Weapon Mods[b1c]

You can open up the WeaponMods.ini file and change the CurrentWeapon line for this.

You can get the AK74-SU if you mod the WeaponMods.ini file with the information below. You can have both the AK74-SU and M4A1 mods in the same file. Just use SetWeapon AGP_Inventory.Weapon_AK74SU_Rifle to switch to the AK74-SU, and SetWeapon AGP_Inventory.Weapon_M4A1_Rifle_Mod to switch back to the M4A1 Mod. Use Class SF to get the mods. After switching from the AK to the M4, or vise-versa, you need to use Class SF again. Make sure there are no extra spaces at the ends of the lines after pasting the text. There may be one extra space on each line at the end after pasting that you need to delete.

You can also put other weapons so when you use Class SF you start with it. You don't have to have the mod stuff with it. Here is how the shotgun used to work:
CurrentWeapon=AGP_Inventory.Weapon_M870_Shotgun

It's basically just the code you use to summon, but you put AGP_Inventory.Weapon_<weapon>_<weaponname>

11. Using "Aliases" in User.ini[b2]

Aliases[X]=(Command="Y",Alias="Z")

X is the number of the alias.
You can have 40 of them (0-39), the game uses a default of 32 (0-31) aliases by itself, but you can lower it to only 11 without affecting anything by using the list below:

Y are the commands that are done when the Alias is triggered, it is the same as what goes after the "=" for the normal binds

(<key>=Y)

Z is the name of the alias. When you bind a key to Z, the command Y will happen.

Example:

Aliases[32]=(Command="ReportIn | CommoSendMessage 3",Alias="CoverMe")
This is Alias number 32.
To trigger it you type: CoverMe
When you press enter this is what will happen: ReportIn | CommoSendMessage 3

12. Admin Commands[b3]

Note: Many of the commands found in this section can now be found in the "Admin Command Post" (F12) , and is much easily used that way.

Open xx.xx.xx.xx?Password=AdminPassword - Join a server as admin. Replace the x's with the I.P. address.

Admin A_SwitchTeam < playername> | playerID > - Switches the team of the specified player (either from Assault to Defense, or vice-versa.) The team switch happens at the beginning of the next round. This is merely a request to change the team of the named player. Other mitigating factors may prevent this player's team from actually changing the next round.

Admin A_Open <mapname> OR Admin A_Map <mapname> OR Admin Switch <mapname> - Opens the specified map. These commands can all be used interchangeably.

Admin PB_SV_Say Say <message> - Uses PB to send an admin message to the players. Notice the two spaces after say; it must have them or the first word won't display. The message will appear like this: Punkbuster Client: ADMIN: <text>

Admin Message <message> - This is similar to admin say, except that the message is delivered in big text to the middle of the screen. Everyone receives the message.

Admin Mute [ <playername> | <player ID> | all ] - Mutes the chat specified player. This is a server mute and no players can see what he types. This doesn't affect other Admins or SuperUsers. playername | player ID: mutes the specified player. all: mutes everyone on the server. Using it again unmutes the specified player or all.

Admin DeathMessages [ 1 | on | 0 | off ] - Turns death and damage messages off for all players. 1/on: Turns messages on. 0/off: Turns messages off. When changing this setting via the console, your preference is automatically saved in your ArmyOps.ini file. However, if you wish to change the ArmyOps.ini file directly, the variable to look for is bDeathMessages.

Admin Score [ 1 | on | 0 | off | round | match ] - Turns the scoreboard on and off. Scoreboard can be displayed at the end of a round, end of a match, or never. Note that certain UI changes mean that even with the scoreboard disabled, players can still (currently) switch to the scoreboard from the weapon selection screen. 1/on: Turns the scoreboard on. 0/off: Turns the scoreboard off. round: Shows scoreboard at end of round only. match: Shows scoreboard at end of match only. When score mode "round" or "match" are specified, the score will be displayed at the appropriate time. The client can then hit ESC to close the score screen, or can wait until the beginning of the next round at which time the score screen will automatically be closed. When changing this setting via the console, your preference is automatically saved in your ArmyOps.ini file. However, if you wish to change the ArmyOps.ini file directly, the variable to look for is ScoreMode and the possible values are: SSM_On, SSM_Off, SSM_Round, and SSM_Match.

Admin MOTD [ self | all | <text> ] - Sets or displays the message of the day. self: displays message of the day to admin only. all: Displays message of the day to all players. text: The text string to set as the message of the day. We currently have 4 MOTD lines that can be set in ArmyOps.ini. These lines are displayed when a client logs into a server (if they are not blank.) Using the admin motd command to set the MOTD only sets the first line of the MOTD (in the ini file, it's called MOTDLine1). Similarly, when the self or all parameters are specified, only MOTDLine1 will be displayed. All four lines will still be displayed when a client logs into a server for the first time (provided they aren't blank.)

Admin ROEKickTimer [ 1 | on | 0 | off ] - Turns on or off the ROE kick timer at the beginning of the round. 1/on: Turns the ROE kick timer on. 0/off: Turns the ROE kick timer off. Note that entering this command has an immediate effect (i.e. the server doesn't wait until the start of the next round to use the new value). When changing this setting via the console, your preference is automatically saved in your ArmyOps.ini file. However, if you wish to change the ArmyOps.ini file directly, the variable to look for is bEnableROEKickTimer.

Admin ROEKickick [ 1 | on | 0 | off ] - Turns on or off the ROE kick functionality for players exceeding max ROE. 1/on: Turns on ROE kick. 0/off: Turns off ROE kick. The effect of this command is immediate. When changing this setting via the console, your preference is automatically saved in your ArmyOps.ini file. However, if you wish to change the ArmyOps.ini file directly, the variable to look for is bEnableROEKick.

Admin ROEKickDead [ 1 | on | 0 | off] - If enabled, instead of a player being kicked for an ROE penalty, they will be killed. 1/on: Turns ROE kick dead feature on. 0/off: Turns ROE kick dead feature off. The damage type used to kill the offending player is suicide, so to other players it may seem like the culprit killed himself. However, the player gaining the ROE sees a specific message telling him he is being killed due to ROE. When changing this setting via the console, your preference is automatically saved in your ArmyOps.ini file. However, if you wish to change the ArmyOps.ini file directly, the variable to look for is bEnableROEKickDeath.

After one is made up to 1000 (1000 is a good number as you probably won't have a 1000 different people join or reconnect before the server crashes or you reset it), just use Notepad's Replace... command in the Edit menu and change the class with a different one.
To use them type exec class.txt in the console while you are logged in as admin, and you change class to the one you want.

Premade Forceclass Files:

Take all of these .txt files and put them in your America's Army System Folder (C:/Program Files/America's Army/System).

While you are in-game and logged in as an admin, type in the console exec class.txt

The class that is forced will be equal to whatever the file is named, and each is named for what the forceclass is.

Note: The Files above will work servers that have had less than 1000 people join. Every time someone joins whether it was someone already on or not adds another number. If you use these after 1000 people have joined the server, the people whose player numbers are after 1000 will not get their class forced.

pb_sv_task <start-seconds> <optional-run-every-seconds> - This allows server admins to set a task starting from a specified time in seconds and then running again every x seconds there after. If no re-run value is specified then the task is only run once. This feature is not limited to PB functions and can run in-game functions as well. You may use more than one task if you like. Example:

This will spam your two messages on screen and re run them at the specified times. The last two will run a bind-cvar check once only.

pb_sv_tlist - Shows what tasks you have running and shows you what slot number each task is assigned to.

pb_sv_taskdel <slot#> - Deletes a task in your list of tasks by slot number. This is useful in keeping multiple tasks from piling up and repeating themselves. In your pbsv.cfg you should insert this command right before your list of tasks to make sure you start off clear. Example:

pb_sv_TaskDel 1
pb_sv_TaskDel 2
pb_sv_TaskDel 3
pb_sv_TaskDel 4

ii. Name Management[b4b]

pb_sv_badname <grace-seconds> <filter> - This command will allow you to filter out certain text in names, then give the player x seconds to change the name before being removed from the server. Here are some examples:

The first two lines prevent people from using your severs to advertise web sites. The others are just suggested filters and can be adjusted to your preferences. They are all set to give the player 30 seconds of warnings before they are removed from the server.

pb_sv_badnamelist - Lists all the bad names in your check list and shows you each lines assigned slot number.

pb_sv_badnameDel <slot#> - Deletes a name in your list of bad names by slot number. This is useful in keeping multiple bad names from piling up and repeating themselves. In your pbsv.cfg you should insert this command right before your list of bad names to make sure you start off clear.

pb_sv_changePeriod 10 - Amount of seconds allowed between name changes, prevents name spamming.

pb_sv_changeMax 5 - Number of total allowed name changes per session.

pb_sv_dupNameGrace 20 - Amount of time (in seconds) that a duplicate name has to be changed before that player is removed from the server. This ensures that all players on the server have a unique name.

pb_sv_extChar 0 - Control of extended characters in names (characters and symbols that can not be produced from a single key stroke.) 0 to disallow such names. 1 to allow these names.

pb_sv_emptyname 0 - Control the option of a an empty name (no name at all). 0 will not allow an empty string to be returned for a name value. 1 will allow an empty string.

pb_sv_minName 1 - Dictates the minimum amount of actual characters a players name must have to be allowed on the server. This will double check the above pb_sv_emptyname 0 to make sure a player doesn't enter ^7^7 as a name (which satisfies the pb_sv_emptyname 0 but still returns an empty string to the console.) Set this to one to make sure that a player has at least one standard character in their name.

iii. GUID (Globally Unique Identifier) Settings[b4c]

Pb_sv_noguidgrace 30 - Number of seconds that a player with no guid is kicked (0 - 300) We recommend giving players 30 seconds or so in case of slow communication rate with the master auth server.

pb_sv_updategrace 300 - Number of seconds that a player with a "no updated status" has to update before being kicked (300 - 600)

pb_sv_guidrelax 7 - This setting was added to server version 1.011 to set options for the locked-down guid system. This setting is cumulative based on adding the values for the conditions desired: 1=UNKN Guid, 2=WRONGIP Guid, 4=DUPLICATE Guids. The current default for this setting is 7 (1+2+4) which means that PB will not kick (relax kicking) for any of the three cases. We recommend kicking for at least UNKN guids. Below are the possible combinations:

These values are bitmapped and work like the games FLAGS system, but since they are used to "relax" or disable instead of enable, they are reversed in the sense that you don't add up the numbers but rather subtract them.

iv. Automatic Kicking[b4d]

pb_sv_CQC 1 - This allows admins to turn off / on the feature that shows players why they were kicked (bad name, cvar violation, hook, no guid, etc.) We recommend leaving this ON, so people can see why they were kicked. 1 is ON and 0 is OFF.

pb_sv_KickLen 10 - When kicked from the server for a violation (bad name, cvar violation, hook, no guid, etc.) this is the time (in minutes) that person must wait before they can re-join the server.

v. Manual Screen Shots[b4e]

To manually take a screen shot, in game from your console of all players, the command is:

pb_sv_getss
To manually take a screen shot of a specific player, get all the players slot numbers by doing a pb_sv_plist [enter] and when you get the slot number of the person you want to take a screen shot of ( lets say its player number 4 ) type:

pb_sv_getss 4

vi. Automatic Screen Shots[b4f]

To set up your server to take automatic screen shots, you will need to use and understand the following commands in your pbsv.cfg.

pb_sv_autoss 1 - This setting tells your PB enabled server whether it should retrieve screen shots automatically. Setting to 1 will turn the auto screen shot capture ON and setting it to 0 will turn it OFF. The default is OFF.

pb_sv_autossfrom 60 - This is the MINIMUM number ( in seconds ) that PB will wait after taking a screen shot from players, before attempting to take another one. The default is 60 seconds. Remember that taking screen shots from every player every 60 seconds will rack up a nice number of screen shots in your PB's screen shots folder and use plenty of system resources, sometimes resulting in lag. If there are 10 players on your server and the map lasts 10 minutes, you will be getting 100 screen shots per map. Be careful with this setting. Some recommended settings and samples will be presented at the end of this page.

pb_sv_autossto 1200 - This is the MAXIMUM number ( in seconds ) that PB will wait after taking a screen shot from players, before attempting to take another one. The default is 1200 ( 20 minutes. ) Some recommended settings and samples will be presented at the end of this page.

pb_sv_ssfloor 1 PB - screen shots are taken and then saved numerically. This is the "starting" number that PB will use to name screen shots. Default is 1.

pb_sv_ssceiling 100 - This is the highest number PB screen shots will be saved. After screen shot #100, PB will over write the screen shots starting at your pb_sv_ssfloor setting. Default is 100 but this could easily be reached in a few hours. Some recommended settings and samples will be presented at the end of this page.

pb_sv_ssdelay 0 - Each player will have to wait a random amount of seconds ( up to the number of this setting ) before actually sending the screen shot after the request has been made. This *may* help reduce lag, as all players don't have to send their shots and then get processed and written at the same time, rather they get done randomly within the time frame set. On the other hand, it may cause more lag ( lets say set to 5 ) from screen shots being sent and processed over a longer period of time ( processing 20 players over a 5 second period, rather than an instantaneous "glitch" from all 20 being done at the same time.) Default is 0 which means there is no delay and all shots are taken at the same time.

pb_sv_sspath "" - This is where PB will send the screen shots and the helper html files. The default is "" ( empty ) and need not be specified if you want to keep the shots stored in the default PB screen shots folder.

pb_sv_ssheight 240 - The height in pixels of the screen shot. 240 is the default and the recommended value to maintain a good size while keeping file size and cpu usage at an acceptable level.

pb_sv_sswidth 320 - The width in pixels of the screen shot. 320 is the default and the recommended value to maintain a good size while keeping file size and cpu usage at an acceptable level.

pb_sv_ssSrate 1 - The sample rate ( quality ) of the shot captured. If set to "2" then only every second pixel is taken ( both horizontally and vertically. ) If set to "4" then only every fourth pixel is taken. This reduces file size and cpu usage but significantly reduces the picture quality as well, making it hard to prove those "close calls." Default is 1 and is recommended.

pb_sv_ssxpct 50 - Percentage ACROSS the screen where the center of the screen shot should be captured from. Default is 50 and is recommended to keep the screen shots centered.

pb_sv_ssypct 50 - Percentage DOWN the screen where the center of the screen shot should be captured from. Default is 50 and is recommended to keep the screen shots centered.

To find the section go in Armyops.ini and User.ini and when you find a variable you want to add scroll up till you find something like [Engine.Something] or [<>.<>] That is what the section will be. Now once you have that go back down the specific line you want to check.. this is what Cvar_name will be. Where you see IN/OUT/INCLUDE/EXCLUDE is what kind of variable it is.
If the variable is a number, you will most likely use IN or OUT.

If the variable is something like True/False, you will most likely use INCLUDE or EXCLUDE.

[P1] is what you will be looking for or not looking for.

If __ is specified:

IN -- [P1] will be the number you want it to be equal to, or if [P2] is defined you want the number to be inside P1 to P2, if only P1 is specified, that number MUST equal P1.

OUT -- Basically the opposite of IN. If only [P1] is specified, the number must NEVER equal P1, if P1 and P2 are specified, it can't be inside P1-P2.

INCLUDE -- [P1] Will be the only variable that needs to be specified. If P1 is ex. 'True' then that variable must be True to play on your server.

EXCLUDE -- Again the opposite of INCLUDE except [P1], you can't have that in it for you to play on that server.

Anything that was admin pb_sv_ and list in it, and you expected something to come back will not work.. PB server commands will not echo anything.
Ex. pb_sv_badnamelist
pb_sv_tlist

viii. Miscellaneous[b4h]

pb_ver - tells the PunkBuster version

pb_load - load a script of PunkBuster commands (untested)

pb_plist - list of all players on the server and their "PunkBuster status" (Unsure of what this means)

pb_power - list of all players on the server and the different PB status' then pb_plist

pb_kick # - # is the number of a player. Use "pb_power" or "pb_plist" to find the number. It needs 10 people to kick (vote) the player off the server for about 2-5 mins. The votes only count for one round like the regular kick.

pb_myguid - the "unique identifier" PunkBuster has assigned you for this server.

pb_sslog - controls whether any ScreenShots taken of you are logged to the System/pb/scrnshot directory. Default is 1 (yes).

pb_msgprefix - The prefix before any punkbuster messages. Default is "PunkBuster Client". You could change it to "PB Client", for example. (On ET you can apparently change the color, but I don't know how to do this in AA.)

pb_system - apparently you can change this (from 0 to 1 or vice versa) if you are having lockup problems

pb_lan - setting defaults to 0; when set to 1, PB will behave as though it has no internet access

pb_webupdate - command adds the PBWEB functionality directly into the PB client; PBWEB should no longer be required to manually update PB clients; PunkBuster will automatically issue this command when necessary to auto-update during gameplay before going into distress mode

pb_sv_maxConUpdates - setting defaults to 12; PB Server will not send updates to more than this number of clients simultaneously in an effort to cut down on update timeouts after a recent PB update

pb_sv_homepath - command to display PB's home path

pb_sv_specname <playername> - Spectates the specified player

pb_sv_update - Attempts a PunkBuster server update.

pb_sv_rcon - If you have server admin on a specific server and want extra admin privalges, you can use PB Rcon.
This works with PB Power so you will need to know how to do that also. When under admin issue the command:
admin pb_sv_rcon [min PB power points needed] [Server command] min PB power points needed is where when you give power, you needed that number they're min. to be able to run that command. For server command you can put specific commands <pb_sv_badname, pb_sv_specname..> or if you trust your Power and Rcon people you can do pb_sv_ and they will be able to run all pb_sv_ commands on PB server from in the game. This does not execute regular in game commands.

To empty that ban list, or any other time bans, etc. on the server type..
pb_sv_banempty

pb_sv_banmask [IP Mask]
Ban a whole mask.
Ex. admin pb_sv_banmask 152.65.
No asterisks go in for wildcards. Just the dot and stop there.

pb_security 0/1 - Can be used to alleviate the *WARNING*: PunkBuster Reports PB Server Running Old Version error (use 0 if u are receiving that error). pb_writecfg can be used 2 write a change the punkbuster configuration so it is autoloaded.

pb_sleep 20-500 Can be used to set the number of milliseconds between pb scans. 500 to reduce lag caused by frequent scans. 20 to increase lag by more frequent scans, though I don't know why anyone would even use a higher number.

14. PB Power[b5]

This is all about the PunkBuster Player Power System, a system similar to votekick. The only thing different about is certain people can have more weight to a votekick than others. The cool thing is that certain players on their own server can be designated "Deputy" allowing them to remove players from their server (and ban them for 5 minutes[default]).

To do this:
1) Log in as admin
2) Type in the console pb_power and retrieve the player's slot number you wish to make a deputy.
3) Type in the console admin pb_sv_power XX 100 where XX=desired deputy player's slot number.

Nothing will come up in the console if done correctly.

It's good to do another pb_power to check that the right person got the correct votekick power.

Then, as that player (in the game), he can easily kick people without logging out and then re-logging in as admin.

Also, if a Deputy with 100 is in the server, players cannot kick other players with the pb_kick command, even those with enough points to kick, example being if someone has 10 power, and to kick someone (by default anywho) is 0/10, that player cannot kick. Once the deputy (with 100) has left the server, that player can kick.

The player will be kicked from the server and will be banned for 5 minutes(default). This is usually good enough to keep the undesirables from ruining the game for your other players. They will typically get tired of waiting and go play somewhere else instead of waiting that long just to irritate you again.The "deputy's" weighted kick will last until the server is rebooted.

The kick does not cause any honor loss to the player who is kicked. The message they get when being punted is a little misleading in that you might think he is loosing 100 experience points for being kicked, but actually that 100 refers to the 100 points of "deputy weight" that the kicker had.

The pb_sv_powerdef # setting is used to set the number of power points allocated to players who are not in the local

PB Player Power database
Use the pb_sv_powermin # setting to specify the number of power points required to be applied to a given player before that player is removed from the game. The pb_sv_powerkicklen # setting holds the number of minutes that players must wait before being allowed to rejoin when removed via this facility. To completely disable this facility, set pb_sv_powerkicklen to 0.

15. Cool / Weird / Useful Things To Do[b6]

Practice 203 Shots

To practice 203 shots, first bind a key to ViewClass Projectile, then shoot a 203 and press the key you set to viewclass projectile. It will make the camera follow the 203. Press the key again to go back to your character. You can also use ViewClass AGP_WeaponPickup to make the camera switch to thrown grenades.

If you are shot by the AI soldier in single, you can heal yourself by summoning a person and then avataring into them. Use MPCheat Medic then walk over to your other body and heal it. After healing use Avatar AGP_Characters.AGP_Character to get back into your other body.

Different Soldier Weapons

You can give the opfor different weapons by summoning one, and then avataring into the soldier, and then using Class <X> to get a different weapon. Use Avatar AGP_Characters.AGP_Character then the soldier will come to life on their own. When they become alive they get a crossbreed with the weapon that you gave them and the AK that they start with. An example is that if you give them the Shotgun. It has a magazine and is auto with 30 rounds instead of 7 shells in single fire.

Tags

If you summon some soldiers then do avatar into them then avatar back to your other body and you aim at the person they will have the tag of your name.

Coming Back to Life (sort of)

If you are killed by AI (you can do this before you are killed just incase you die and don't have any other guys summoned) then you can use the avatar command and go into another soldier. Avatar into them and it's like you have a new life. Each soldier that you summon is kind of like one life. If you are close to the AI when you avatar to the other body either kill it right away or use KillPawns to get rid of it (and all other summoned soldiers).

Flying From AI Fire

When you summon a soldier and he starts shooting at you jump around a bit. If you are hit in the air you go flying back until you hit something. If you don't have god on, you will most likely die.

Reduced Mouse Sensitivity

First, copy these aliases into empty aliases in your User.ini file located in your Americas Army\System folder. You might need to renumber them so they go from 1 at the top to 39 at the bottom.

You can change the sensitivity for your fast speed and your slow speed by changing the numbers. So say you want a 8 sensitivity on your fast speed you would change both the 4's to 8's. The 1's are for your slow sensitivity.

AutoReload

This bind allows you to roll firing, reload, and fix jamming all in one key. The GREAT disadvantage to this bind is that Jumping, or falling off of uneven surfaces WILL cause you to begin to clear a non-existent jam IF (and only if) you are firing while you jump or fall off a surface. There is another way if you turn off the Auto-Zoom, info below.

The bind:
<key>=button bfire | fire | fixjam | reload

In the event that you come to the end of a clip, your gun will reload the next time you hit fire. If at any time your gun becomes jammed, the next time you hit fire it will clear the jam. Pretty sweet. If you turn of the Auto-Zoom Function however, you should actually use TWO fire keys, one for 'CQB' or what I call 'Twitch' firing, and one for Accurate fire. The reasoning here is twofold: One it allows the actual binds to be brought to full bear with no ill effects, and second you should ALWAYS have a keyboard bound fire key in order to increase overall accuracy (no slight movement due to mouse clicking).

In all situations where your iron sights are up use your keyboard fire key (in my case X key) and then any time you are moving while firing or in a non-iron sight engagement use your left mouse button. Trust me, you will get used to this type of firing very quickly, and it will feel very natural after no more than 2 weeks. While you are in CQB and on the move if you press jump and fire, or fall off a surface and fire you will now enter a quick zoom that will immediately go back down. This is tons better than having a fixjam and really has no effect on your speed or movement.

Disclaimer: You don't necessarily need 2 different fire keys, but in all my experience it is an excellent method of increasing your overall accuracy while your sights are up. If you opt for just one fire key, I would say go for the command string including zoom. Overall it will always perform in CQB or moving battles, but not when you are stationary... but when you are stationary it typically isn't as crucial to have such a bind. My suggestion is that with the default key layout you simply alter the CTRL key from fire to 'button bfire | fire | fixjam | reload'. Also if you disable the autozoom feature than the Zoom | altfire WILL NOT always work correctly and may cause you to change your weapon fire mode on the move.

Grenade Zoom

This bind doesn't zoom when you have a grenade selected. Rather it allows you to pop the pin off of a grenade WITH THE SAME KEY as you zoom. This means you can easily bind your right mouse button so that you can zoom with it, but also cook grenades with it:

<key>=zoom | button baltfire | altfire

Sensitivity Switching

This bind allows you to bind a mouse sensitivity switch to actions that you perform. For example you can bind a high sensitivity to your crouch key, and a low sensitivity to your prone key. This allows you to better handle the recoil of the weapon across many positions while retaining all properties and magnitudes of the recoil... It basically makes it more comfortable for you to control.

Obviously this could be used with other actions, but the greatest benefit seems to be with controlling recoil. For instance you could theoretically decrease the mouse sensitivity while you have a 203 armed in order to get better precision.

Fire, ReportIn, CallMedic, Fixjam, and Reload combo button -

Aliases[0]=(Command="Button bFire | Fire | reportin | callmedic | fixjam | reload",Alias="Fire")
Every time you fire it will report your position. Calling for a medic only works if you are wounded, so if you get into a fire fight (works best if you don't blind fire) it will report your position, and if you take a hit while firing it will start calling for a medic while reporting in. If your weapon jams it will automatically fix it and if you run out of ammo it will automatically reload (just like the other useful bind). It only reports when you hit the fire button. So in 3 round burst mode it will report once every 3 rounds. In full auto it would only report for the initial trigger squeeze, so if you take a hit or feel you need to report in again let off the trigger and then start firing again.

One Key Sprint

<key>=MoveForward | Sprint
Allows you to start to sprint with only one key.

Next, I will paste all of revert.txt feel free to copy this directly into a text document and save it as file revert.txt it should work if you do. Also remember that you don't actually have to type in .txt if setting the file format to be saved as to .txt because it will be added automatically by notepad or whatever you are using.

Now lets look at the beauty of what exactly it is that happens when you use this. When you are not aiming your rifle in any way, mouse wheel down will put out a frag. This is very useful for when you're in one of those sudden battle situations, you can quickly just whip out a frag and throw it at them. Also, if you want to heal somebody or activate an item of any sort, just hit the middle mouse button. This also works to the advantage of the user because it's at such easy access and it also leaves one more key open on the keyboard. But when you want to aim, things get ALOT better! Say you have the M24 or another sniper rifle. You scroll up to bring up your sights, tuh dah! Everything has changed! The sensitivity of your mouse is dropped to 1/6th of what it was. This means extremely precise shots. Meanwhile, if you are using an AT-4 or RPG you still get that increase in accuracy but at the same time all the features for changing the zero of your sight is set to your finger tips. When you are zoomed you don't need to: jump, activate an item, or pull out a frag grenade. All you need the ability to aim that weapon at the target and hit them accurately the first time.

That is what this new set will allow you to do:
As a lot of you know, there has been much advice toward lowering your sensitivity when aiming for the expert marksman at M16 range. The downside to this was of course that it would remain. And if you find yourself in the actual combat situation you are going to be horribly handicapped with this low turn rate, but the massive advantages to be gained from such a system were easily noticed. It is much easier to hit your targets. Now you get the incredible accuracy of having a lowered sensitivity and the sight adjustments at your fingertips while at the same time you don't have to sacrifice any of your combat ability. Because lowering your sights causes your sensitivity to go back up to 3, you can still turn and dodge as fast as the other guy. Earlier systems providing almost the same advantages of this system did arise, but as you can clearly see above in the other bind it requires that you hold down the button for the lowered sensitivity. The newly mapped settings require NO holding of a button what so ever! The changing of the sensitivity is caused by raising and lowering your sights, not by pushing, holding, or releasing a button. This means that that finger is still open to use the various features of the gun.

Problems noted with the key mappings:

Though I am VERY happy with this system and expect to get much better shot groupings with it I do have my concerns. I was debugging the system to make sure all the keys were remapped correctly, and I noticed that when scrolling up to raise sights before the weapon is able to be scoped or aimed or while having an item that is unable to be scoped or aimed that the rebinds of the keys will still take place. I thought of this before actually writing the scripts the first time and tried to avoid it by putting the .txt file execution after the initial zoom of the weapon, hoping that if the weapon isn't zoomed then it wont move onto the next part of the alias. This is not the case. This problem is easily solved by hitting the space bar twice. If you have the weapon lowered or not fully prepped before trying to raise the sights and scroll the mouse wheel up, I suggest giving the mouse wheel a good spin up-wards then hitting space bar to reset all the keys and try it again. This is really the ONLY problem with the key mappings and it's not even worth considering a dismissing flaw.

16. Obsolete Commands[b7]

Important:All commands after this line no longer work.

Make Offline OPFOR Alive
First summon some soldiers with SummonNPCSoldier. You can have one or many. Type Walk to make them come alive. They will yell in opforian then pull out an AK47. AFter giving them life move away quickly because they will shoot at you. Enable god mode with God so they can't kill you. Note: If you spawn too many and then make them come to life your game will slow down a lot or almost completely stop. If this happens use KillPawns to remove them.

EffectsSummon AGP_Effects.Fx_Exp_BigFire - A large fireSummon AGP_Effects.Fx_Exp_MediumFire - A medium fireSummon AGP_Effects.Fx_Exp_SmallFire - A small fireSummon AGP_Effects.Fx_Exp_Incendiary - Incendiary ExplosionSummon AGP_Effects.Fx_Exp_IncendiaryFire - Fire created by IncendiarySummon AGP_Effects.Fx_Exp_MediumBlackFire - Medium fire with black smokeSummon AGP_Effects.Fx_Exp_Smoke - Black smoke without fireSummon AGP_Effects.Fx_Exp_TireExplosion - Some type of explosion?Summon AGP_Effects.Fx_Exp_VehicleDeath - Appears to be what will happen when a vehicle is destoryed when added into the gameSummon AGP_Effects.CyanTracerEmitter - :DSummon AGP_Effects.M83SmokeEmitter - Same effect as throwing a Smoke Grenade, except it goes on foreverSummon AGP_Effects.RPG7MuzzleFlash - Backfire effect of RPG?Summon AGP_Effects.BDMMuzzleFlash - Backfire effect of BDMSummon AGP_Effects.Aux_Em_CompMonitor - Appears to be what happens when you shoot a computer ingame.Summon AGP_Effects.Aux_Em_FlareSmokeTrail - Smoke with sparks coming out of itSummon AGP_Effects.Aux_Em_GlassPane - Glass breakingSummon AGP_Effects.Aux_Em_GlassPane2 - Same as above, more glassSummon AGP_Effects.Aux_Em_GP30Smoke - Smoke from a GP30Summon AGP_Effects.Aux_Em_Mortar - Have no clue what this is, but I like where its going. :PSummon AGP_Effects.Aux_Em_PG7Bsmoke - Looks like a GP30 TrailSummon AGP_Effects.Aux_Light_ExpLightB - Light of RPG being shot?Summon AGP_Effects.Aux_Light_Signal - Some type of glowing lightSummon AGP_Effects.Em_Bt_BDMexplosion - explosion from a BDMSummon AGP_Effects.Em_Bt_Cloth - these next 5 appear to be what happens when you either shoot or walk on these surfacesSummon AGP_Effects.Em_Bt_ConcreteSummon AGP_Effects.Em_Bt_DirtSummon AGP_Effects.Em_Bt_DirtChunkSummon AGP_Effects.Em_Bt_DirtSquibSummon AGP_Effects.Em_Bt_Door_Breach_Explosion - explosion from a door breacherSummon AGP_Effects.Em_Bt_Electronics - same as door_breach_explosionSummon AGP_Effects.Em_Bt_Flashbang - Flashbang explosionSummon AGP_Effects.Em_Bt_GlassSummon AGP_Effects.Em_Bt_GrassSummon AGP_Effects.Em_Bt_GrenExplosion - appears to be some type of grenade explosion, or at least the old one.Summon AGP_Effects.Em_Bt_GrenExplosionB - this mixed with the first one, appears to look like a grenade.Summon AGP_Effects.Em_Bt_LiquidSummon AGP_Effects.Em_Bt_MetalSummon AGP_Effects.Em_Bt_PG7Bexplosion - PG7B ExplosionSummon AGP_Effects.Em_Bt_PlasterSummon AGP_Effects.Em_Bt_SandSummon AGP_Effects.Em_Bt_SnowSummon AGP_Effects.Em_Bt_SileSummon AGP_Effects.Em_Bt_Wood

Other Commands

SkinTonePref - =< None | Light | Medium | Dark >Class B - ShotgunWalk - Still counters the Fly/Ghost commands, but no longer brings NPC's to lifeGrenadePDM - Select a PDM Mine from your inventoryBehindView < 1 | 0 > - For 3rd person on/offSetWeapon - Used to change the weapon used as SFPreferences - Allows you to see various settings. Do not try to edit Aliases, only keybinds. Sometimes makes the game crash.Stat Anim - Shows where animations come from.Rend PerBone - Adds wireframe to the characters body kind of, not sure exactly, see it with behindview or freecameraRend Skin - Toggles skin. Doesn't render enemies, only renders teammates that have helmets and the bullets that they have in their gun's chamberShow Fog - To turn off fogShow Coronas - To turn off lightsShow Particles - To turn off particles (i.e. smoke)Show Projectors - To turn off damage skins, shadows, etcShow Radii - To show hit radii for grenadesShow Sky - To turn off skyShow StaticMeshes - To turn off objectsShow Terrain - To turn off terrainDebug Crash - Test crashes the game with an error
[color=blue]Debug EatMEM - Tests memory allocation until full (completely freezes your computer)Debug GPF - Test crashes the game with a general protection fault errorDebug Recurse - Test crashes the game by infinite recursionSockets - Displays a list of sockets in useReport -
Invisible - Toggle Invisibility WinMatch - Tells the game to act like you've wonWatch Karma Ragdoll Again on an Already Dead NPCOpen a single player map and summon a soldier. Type Walk. Kill it however you like. Now either bind walk or type walk and keep hitting up and enter in the console. You can now see the how karma will react in different ways to the type of way you killed the soldier.RMode <#> - Changes the texture/model viewing modes, where <#> is 1 through 9
1) Wireframe
2) Blue Surfaces, Zone/Portal mode
3) Pastel Surfaces, Texture Usage Mode (this only shows texture usage on BSP geometry)
4) White Surfaces, BSP Cuts Mode
5) Standard, Dynamic Light Mode (this is the normal in game mode)
6) More Intense, Textured Mode
7) No Textures, Lighting Only Mode
8) Solarized, Depth Complexity Mode
9) Much More Intense, More Textured Mode

Just wondered if there is a way to spawn a modified M4 that is Arctic / Desert!? I can only get Black ones, even if I change it by my Personal Jacket...

That is dependent on the map. In the Personal Jacket, that is just different ways to view it, not to select which you prefer. It is all dependant on the map. Note that if you are on a non-Special Forces map, it will always just apear default (black) since there is no code to tell it otherwise.

I got MindRiot to unlock the thread. Just don't spam in here and it will stay unlocked. Also I don't need any of those "Thanks for the list". If your gonna say that, at least add some more stuff to it ok?

I know that Rmode and Show fog doesn't work, I'll change that after school. So no more PMs or posts about it

Ok, to give my post a not-spam-character, I would like to ask it here again
(already made a own thread on it while this one was closed, but it dropped down to the cellar)

Do anyone of you know a cheat for practise solo, to get the "report in areas" shown at HUD?

_____________________Remember the time when s** was safe
and sailin' was dangerous.

Look what I found out today.
May be you like to add it to your list.
To save Keyboard buttons for other bindings, you can save the pistol binding like this:

3=Grenadefrag | Pistol
No matter, if you get some of those nades as present from mates, when you hit "3" you switch between the fragnade and pistol each time you hit it.
- no matter how much Fragnades you carry.

or even bind it that way:
2=GrenadeIncendiary | Pistol
(till now as much as i know this slot is free at maps with Sniper-Rifles)

*edit*
other fact is: The nade-bindings are much faster to reach for me then the regular pistol-binding. So it saves time when I need the pistol fast.

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